Game apparatus



(No Model.) 2 Sheets-Sheet 2.

F. C. HAMILTON'. GAME APPARATUS.

No. 463,602. Patented' Nov. 17, 1891.

NITE): 'STATES PATENT OFFICE...

FRANK O. HAMILTON, OF ST. LOUIS, MISSOURI, ASSIGNOR OF ONE-HALF TO GEO.IV. MILLES, OF DENVER, COLORADO.

GAME APPARATUS.

SPECIFICATION forming partof Letters Patent No. 463,602, Ydated November17, 1891.

l Application filed February 13, 1891. Serial No. 381,372. (No model.)

To @ZZ whom it may concern.-

Be it known that I, FRANK O. HAMILTON., acitizen of the United States ofAmerica, residing at St. Louis, in the State of Missouri,

.have invented certain new and useful Improvements in Games; and I dodeclare the following to be a full, clear, and exact description of theinvention, such as will en- .able others skilled in the art to which itapregiments of infantry, four troops of cavalry,

three batteries of artillery, one lpicket-post, and one stand ofcolors.v Each regiment of infantry, each troop of cavalry, each battery,and each picket-post is represented by an appropriate piece. Hence eachplayer or each set of players on one side has the manipulation ormanagement of twenty pieces or men, as they are sometimes termed ingames of this class.

The game will be better understood by reference to the accompanyingdrawings, in which- Figure l is a top or plan view of theboard used inplaying the game, while the remaining iigures are perspective views ofthe pieces used upon the board in playing the game. Where there areanumber of pieces all alike,

one only of these pieces has been illustrated in the drawings. HenceFigs. 2, 3, 4, and'5 4represent the infantry, cavalry, picket, and

stand of colors, respectively, on one side, While Figs. 6, 7, S, and 9represent the same divisions, respectively, on the opposite side..

Fig. 10 shows the piece representing the artillery on both sides. To addinterest tothe game, the pieces representing the infantry, cavalry, andpicket are designed to represent soldiers dressed in the costumes oruniforms worn bythe English and French soldiers on the field ofWaterloo,

while the pieces representing the colors of the two sides are designedwith reference to the national colors in vogue in England and France atthe time of said battle. Hence all the pieces employed in playing thegame will be appropriately colored to represent the English and Frenchmilitary at IVaterloo. It will be observed that the pieces representingthe artillery are of the same shape on both sides. Hence these pieceswill be distinguished by diEerent colors.

Fig. 11 illustrates another style of piece l.

which may be used in playing the game. In this case all the pieces onboth sides are of the same construction, the pieces on each side beingdistinguished by different letters, as A for artillery, O for cavalry,the., while the pieces on different sides are distinguished by theircolor, those representing the English army being red and thoserepresenting This style of piece makes jf the French blue. the apparatuscheaper than when those shown in Figs. 2 to l0 are used.

Figs. l2, 13, and 14 show other styles of pieces that maybe used. Thesefigures represent the cavalry, infantry, and pickets, respectively, onboth sides, the two corresponding divisions on the two sides beingdistinguished by the color of the base, which may be red for one sideand blue for the other. In ythis case the colors of the opposing forcesmay be represented by a small flag, having its staff inserted in a basewhich is colored to correspond with the other pieces on the same side. Aseparate figure is not shown to represent the colors for this set; butthis piece would be the same as Fig. l2 with the gun removed. The piecerepresenting artillery in this set is thesame as shown in Fig. 10, butsmaller. Fig. 15 represents a pompon or plume, which may be inserted inany piece after it has reached the picket-line of the opposing force.

The use of this is illustrated in Fig. 2.

Referring now to Fig. l it will be observed -that the board upon whichthe game is played is square and has its surface checkered by a.

series of broad and narrow lines crossing or intersecting each other.The surface of the board represents the field of battle and the linesbroad and narrow roads over which the IOO opposing forces, representedby the pieces named, move. In the center of the board is a small squarerepresenting neutral ground,

while at the center of the front of each side one of the squares, formedby the intersection pt' the lines, designates the citadel or camp. lhepieces representing the infantry on each side are eleven in number andplaced at the line intersections marked I on each side of Fig. l or theboard. The pieces representing the cavalry are placed at theintersections or crossings marked C, While those representing theartillery are placed at intersections or crossings 4A and thoserepresenting the pickets at P. The pieces representing the colors areplaced at F iu the center of the square designated citadel or camp oneach side.

The broad-line intersections marked E are termed eminences in thelanguage of the game. The spaces included by the two narrow linesextending entirely across the board at the extreme rear on both sidesare termed camp or citadel roads.

From the foregoing description, together with the following instructionsorrrules,`tl1e game will be fully understood.

All the pieces on one side will be designated an army, and othercorresponding military terms used in this description.

The game can be played by two, four, or

six persons, and to start the armies are arranged upon the iield asshown in the accompanying drawings. The respective standards or colorsremain at the camps or citadels of;

the contending armies untilcaptured by ,the enemy. The colors cannotbemoved from the citadel except by the enemy in an attempt at capture.rlhe object of each side is to capture the colors of `the hostile force,and any piece on the board is competent toldothis. In startingthe gamethe players choose sides. The principal player on each side is thegeneralin command. Theotherscomposehisstat. The players decide by lotorother meansithey may agree upon which side shall make the initial move,after which the respective sides move alternately, as in chess. Theplayers on each side decide byconsu'ltation `upon the various movementsoftheir respective forces. In case of disagreement as to a `movement oftroops the commanderdecides. Then more than two players areengaged inthegame,the com mander of the defeated army issuperseded by that memberof his s'ta having the greatest number of points to his credit from thelastbattle. When thelgame'is played by two persons only, each playermanipulates all the divisions of his-army. INI-hen played by fourpersons, (two on each side,) the infantry and picket are commanded byone member-on each side, the cavalry and artillery by the other. VVhensix persons play, (three on each side,) the infantryare commanded by oneplayer, thecavalry by another, the artillery by the remaining player,and the picket-post by the commander or any'member of the statt". In aseries of games the winning side has the first move in the next game.Should want of time or any other cause prevent the completion of a gamethe side having the greatcarried to the captors danger.

est number of points to its credit shall be declared the winner, butcannot claim a coinplete rout of the enemy, asin a finished game. o winthe game the enemy must be conipletely routed, their colors seized andrried from their citadel to the citadel of the victorious force. u

Vtfhen any piece of one army succeeds in reaching the enemys citadel, ittakes posses- Sion of the colors and retreats toward the camp of theVictor, and the efforts of the remainder of the army on the sidehavingmade the capture should be directed toward aiding the retreat andpreventing the enemy from retaking their colors. NVhen the colors of oneside are captured by the other side and camp, the game is won. The campor citadel road running directly across the field from right to left,heretofore described, is accessible to infantry only, except at pointsindicated as eminences. For this reason it is safer to arrange for thecapture of the enemys colors by apiece of infantry and by means of thisroad. The movement of the piece possessing the enemys colors should beas rapid as possible, always with due regard to safety. This pieceshould at all times be protected, even at the sacrifice of points, forif the colors are retaken bythe enemy the opposing army looses not onlythat advantage, but its own piece as well. Naturally the enemys forceswill be directed toward the recapture of the colors.

The capture of the picket-post removes all obstacles to a direct marchby one army into theopponeuts line, for when a `picket is removed, itwill be observed, there is but one eminence in a direct line to the campupon which a battery of artillery can be placed. This might easily besurrounded and forced to surrender. Once this `is laccomplished it wouldbe a very easy matter, and in fact only a question of a few moves forthe enemy, to gain possession of his opponents colors and safely retreatwith them. l

From the above it will read-ily be seen how `necessary it is to 'haveenough of the force within easy moves or quick marches in order toprotect the picket from any threatened If a picket should be dislodgedor forced to retreat, 'the entire force should be employed to compel theenemy to retire and to replace the picket.`

The movements of the pieces are as follows: The artillery can be moved`over broad roads only and must rest upon the eminences or circles,traveling at a single move in a direct line from one eminence to thenext. Cavalry can move over broad roads only; but may stop at anintersection of broad and narrow roads, and can travel only from oneintersection to the next at a single move. Infantry may travel overbroadand narrow roads, stopping at the intersection of any tworoads 0therwiseunoccupied, and can travel only from one intersection to the next atasingle move. Infantry or cavalry cannot occupy or cross an IOCintersection of roadsimmediately `nent' to a battery belonging to theenemy unless supported by another piece of its own army resting on theintersection of road in nmediatelyv to the rear. Any piece of eitherarmy which gets between the cross-tires of two pieces of the oppositionforces must move when called upon or surrender. When a piece ofV eitherarmy is surrendered, it must be removed from the field until thel nextgame. When any piece or pieces of either army are completelysurroundedby the enemy and unable to move when called upon, it or they mustsurrender.

When it is desired to move abattery from* one eminence to another and asingle piece of the opposing army (either infantry or cavalry) occupiesa position atan intersection of roads 1n a direct line with thecontemplated movement, the army owning the battery may demand theremoval of said piece, which deone of the eminences may be moved to thevunoccupied eminence kwithout delaying' to clear the roadway.

When a piece of either army is forced into a position from .which it canonly escape by the aid of re-enforcements,it is said to be at bay,imprisoned, or in a state of siege. lVhen a piece of either army issurrounded on three sides at road intersections by pieces of the hostileforce, it is said to be flanked, and must either retreat or surrender ondemand. No two or more pieces of either of the same armies can occupy orcross an intersection of roads at the same time. Any piece .resting uponan eminence and surrounded ou three sides is compelled to move orsurrender, except in the case of the eminences located on the margins ofthe board, which can only be menaced from two roads.

A player shall have the right to place a piece in a cross-fire; but suchmove counts onefor the general score of the opposition. No player,however, may placca piece in a pocket, where it is surrounded on threesides. Any player making such a move forfeits the piece thus placed injeopardy. Either army, when placed in a state of siege within its ownlines and unable to enter the lines of the foe, shall be considered asdefeated, and the opposition is entitled to claim the game.

-When a playerhas dislodged a picket of thevfoe, he 'may advance his ownpicket to the enemys post, thus taking up a new position and forming anew picket-line. When this is accomplished, all the divisions of theenemys army lying within his lines that have not gone to the rear ofeminences No. 1 or No. 2 must retreat as rapidly as possible to a' newposition within its new contracted linesand beyond his advancedpicket-posts,andunti l his picket is drive'n from this advanced positionthe foe cannot utilize the privilege of neutral ground, except byapproaching it from the rear of the eminences No. 1 or No. 2 within hislines. r

YIf from carelessness, oversight, or error a player deliberately placesany of his or her force in jeopardy and does not at the same timeviolate other rules of the game, he or she v must abide theconsequences, for the move cannot be recalled, and in case the piece hasbeen placed between three tires of the enemy it must be surrendered ondemand. No subbeen captured. Thus when the picket has been surrenderedno other division of the army can act in that capacity.v As long as thepicket remains in position the enemy cannot cross or enter the roadleading direct to that cam-p, except by going to the rear of eminenceNo.1 or 2 within the lines. No two pieces of the same army can occupyneutral ground atthe same time; but a piece of one army may cross theneutral ground when it is occupied by the foe. l Y

Thebroad lines leading from the corners of the square designated neutralground are termed the. picket-lines. l Eminences 1 and 2'lie in theselines atthe rst intersection after leaving the corner of neutral ground.No piece from one side can cross the enemys vpicket-line'forward ofeminences 1 and 2 until the piece has iirst reached the picket-line inthe rear of those eminences, when it is provided with a pompon or plume,(shown in Fig. 15,) and can afterward cross said line forward of theseeminences if an opportunity offers.

The game is counted by points as follpws: Each ilank movementforcingaretreat ofthe enemy-countsthe player of the last move one. Eachmovement placing the enemy between two fires, and thus forcing aretreat, counts the player making the last move one. Each surrenderforced upon the enemy counts the player making the last move two. Eachtime the enemy is placed in a state of siege, held at bay,vorimprisoned,causing the assembling of re-enforcements, counts the player making thelast lmove three. Movements dislodging the picket-'post counts theplayer making the last move five. Forcing back the enemy and replacingthe picket in position counts the player making the last move ve.Capturing the colors counts for the player .making the last move ten.Retaking the colors counts for the player making last move ten. ning thegame adds to the total score of the winning side twenty.

Having thus described my invention, what I claim is I 1. A gameapparatus consisting of a board.

IOO

IIO

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and pieces for` manipulation thereon, the board being provided with twosets of inter secting lines, one set being wider than the other, andcertain of the line intersections marked to indicate thelocation of thepieces,

substantially as described.

2. A game apparatus consisting ofa square board divided into smallersquares and parts of squares by intersecting diagonal lines, piecesplaced at certain of thelineintersectious which are marked to indicatetheir location, a line at the extreme rear of two opposite sides of theboard passing through the terminal intersections of the other lines anda direct line passing through the center of the board and between thecenters of the last-named lines, a piece beinglocated in the center oftwo terminal. squares through which this line passes, and a space markedoff in the center of the board, said space interrupting the linesleading thereto, substantially as described.

3. A game apparatus consisting of a square board divided into smallersquares by intersecting diagonal lines,one line on each of two Oppositesides of the board, said last-named lines passing through the terminalintersections of the diagonal lines, another line drawn across andthrough the center of the board at right angles to the two lines beforenamed, another shorter line drawn through the center of the board atright angles to the lastnained single line, and aspace marked effin thecenter of the board,said space interrupt-- ing the lines leadingthereto, the board being provided with appropriate marks to indicate thelocation of pieces used in the game, substantially as described. q

4:. A game apparatus consisting of a board and two sets of pieces formanipulation thereon, each set consisting ot' twenty dilerent pieces offive different patterns or kinds, the number of pieces of each sortbeingeleveu,

four, three, one, and one, respectively, substantially as described.

5. A gameapparatus consisting of aboard having a square ligure markedthereon, said figure being divided into smaller squares by intersectingdiagonal lines, two parallel marginal lines, one on each of two oppositesides of the board, two lines of unequal length passing through thecenter of the board and q FRANK C. HAMILTON.

Witnesses:

NVM. MGCONNELL,

FRED. W. FELDWIscH.

